Renji64
Smash Lord
This sucks i wanted some combos and hype. This game may turn into brawl 2.0 after all.
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wow.This sucks i wanted some combos and hype. This game may turn into brawl 2.0 after all.
Did you not see the word may. Chill out sensitive tard. The OP post says there won't be much combos it has been pretty clear in the streams haven't seen much or any.wow.
GAME ISN'T EVEN OUT IN NORTH AMERICA AND YOU'RE ALREADY JUDGING IT.
Unless you have a Japanese 3DS and a copy of the game FROM Japan(or have played the demo),
you have no right to judge the game as Brawl 2.0.
AND EVEN THEN, what's the problem with that? It'd still be a fun Super Smash Bros. game. There's still gonna be tournaments.
Don't ridicule a game unless you've played it. Otherwise, you're just another user jumping on the bandwagon.
Did you not see the word may. Chill out sensitive tard. The OP post says there won't be much combos it has been pretty clear in the streams haven't seen much or any.
you know, i was really excited about the game having combos. i can't complain if it doesn't? i get the feeling, sakurai will never give us anything even close to melee ever again. not even close to the original(64). it really makes me sad. but i'll still play sm4sh. i'm just...disappointed is all...wow.
GAME ISN'T EVEN OUT IN NORTH AMERICA AND YOU'RE ALREADY JUDGING IT.
Unless you have a Japanese 3DS and a copy of the game FROM Japan(or have played the demo),
you have no right to judge the game as Brawl 2.0.
AND EVEN THEN, what's the problem with that? It'd still be a fun Super Smash Bros. game. There's still gonna be tournaments.
Don't ridicule a game unless you've played it. Otherwise, you're just another user jumping on the bandwagon.
People will keep playing Melee because dashing isn't an overdedicated botch in that game.you guys, if you keep playing melee just for that, you got a problem.
Brawl is releasedwow.
GAME ISN'T EVEN OUT IN NORTH AMERICA AND YOU'RE ALREADY JUDGING IT.
Unless you have a Japanese 3DS and a copy of the game FROM Japan(or have played the demo),
you have no right to judge the game as Brawl 2.0.
AND EVEN THEN, what's the problem with that? It'd still be a fun Super Smash Bros. game. There's still gonna be tournaments.
Don't ridicule a game unless you've played it. Otherwise, you're just another user jumping on the bandwagon.
That was before the game came out. The game is out now. Suck it up.Without complaints, we would have the relatively same gameplay as the E3 build. Our complaints changed the game.
Shhhh! let them have their moment! lolStrong Bad "discovered" the new form of DI even though the game specifically tells you about it in the hints, and has a name for it?
You and me both. I like how this is back to being Brawl 2.0 because of one small mechanic change. Smash 5 is going to be Brawl 3.0 I guess. Honestly can't wait until some of the "fan-base" flocks to a different game so we won't have to hear such nonsense.[
I get really pissed when I see people saying that Sm4sh is gonna be Brawl 2.0.
The Christopher Columbus effect lol!That moment when you've been "vectoring" your whole Smash career, but then someone else "discovers" it.
Same here. My "casual" smash regulars I play with who usually played Brawl and Melee super safe by staying on stage at all times are even upping their off-stage game. It came natural for them. They even like it. These new mechanics makes the game feel fresh and lively if you ask me.The way people are talking it almost seems like they wait for people to come back to the stage. Am I the only one who's learned to follow people off the stage for a risk/reward factor? Anyways, it's not hard to follow someone off the stage for a meteor or any good aerial kill.
That moment you realize it's only been possible to execute in Smash 4 and while reading this you're wrong.That moment when you've been "vectoring" your whole Smash career, but then someone else "discovers" it.
It never has in any smash game before Smash4. before you could effect your trajectory by angling it in an adjacent direction during hitlag (Example: A move hits you where go Up. The second that it hits, can change the angle it will send you slightly more left or right) Its a very imporant mid/high level mechanic to know, but there are many nuances to using it well.Wait... are you telling me that in Melee if someone hits me up and I press down on the control stick that does nothing?
In summary, this means that those combos we thought were inescapable, actually are.So, anyway, how is this a bad thing?
Holding the circle pad up isn't out smarting. It's braindead, if anything. The game already has enough defensive options so it's your fault if you get caught in a combo. Heavy characters, like bowser, can survive to insanely high percents while light to mid weight characters only survive "a little" when using this mechanic.Basically, they replaced the old DI mechanic with something more intuitive and easier to learn. It only raises kill move survivability by a little, which will matter less as people learn what their kill moves are. It doesn't outright ruin combos most of the time, only making them require a little more heads-up reaction to perform and giving combo victims a chance to escape them by outsmarting their opponent instead of getting upwards of 60% tacked on to them helplessly.
So how in Arceus' name is this a bad thing? >_>
If Nintendo is wanting to get more in touch with their community and host tournements, they should know that other game companies take feedback from their community to make a game better. Is it wrong that we want that?That was before the game came out. The game is out now. Suck it up.
The only thing I really understood from this is that you are trying to rename DI by saying it's not the same but it still is.
It's really just a more advanced form of DI involving constants, weight, and acceleration speed with something to do with frames.
You still hold a certain direction, you go a certain direction.
It's just DI but with a stupidly large amount of statistics that affect it.
I got a better name : "New DI".
Already beat you to it.We'll call it the New DI.
I don't think it will affect comboing as harshly as Brawl did.In summary, this means that those combos we thought were inescapable, actually are.
Brawl didn't have true combos because people could alter their direction + they suffer low hitstun, so it's pretty much the same.
Excellent article, Khanye. This was very informative and easy to understand with clear examples. Or at least, as clear as can be illustrated for a brand-new mechanic without using a bunch of RAM-draining gifs.With talks intensifying with Super Smash Bros. 4's competitive viability, many people noticed that the typical Directional Influence that existed in past iterations of the Smash series was different this time around. Resident PMDT member Strong Bad did some research on this new form of DI, and discovered something that could potentially revolutionize the way Smash 4 is played. Strong Bad has named this new mechanic "Vectoring".
In previous games, when a player got hit and sent flying, they could hold down a direction on the control stick and slightly, but significantly influence the direction their character went towards. A player could not change the level of knockback, they could just influence the angle at which they were sent for a more favorable position. This is directional influence at its most basic level, click here if you want more details on DI.![]()
This image made by Krynxe generally describes how vectoring works. These are not exact values.
According to Strong Bad, this mechanic no longer exists in Smash 4;
When you get hit, you receive knockback. This is a raw value calculated based on percent, weight, the knockback values of the move, and the damage/staling of the move, and then your character moves that many in-game units per frame. There's a constant in the game that subtracts from that speed, so you are going X units/frame on frame 1 and then (x-constant*frame#) units/frame on subsequent frames. Other factors take place such as a character's falling speed acceleration and such, but that's the general idea. Physics is fun!
In Smash 4, by holding a direction on the control stick (or circle pad in our case), you're able to add a vector of units/frame to your knockback when launched. A simple explanation of a vector in this context is a value of units/frame as well as a direction. I believe this vector's strength is a percentage of the knockback you're suffering, so it's less powerful at low percents/when hit by weak attacks and more powerful at higher percents/when hit by powerful attacks.
Essentially, if you're knocked 90 degrees upwards at a speed of 100 units/frame, and you're holding down on the circle pad, you're adding a downward vector of 10 units/frame to the upward knockback, resulting in an upwards vector of 90 units/frame. The 10 units/frame number was made up for the sake of the example, the exact value of that vector has yet to be determined, it could be a percentage or it could be a formula much more complex than a simple percentage.
Have you ever tried to explain DI to one of your friends? It's a daunting task. Vectoring is definitely a more intuitive concept of survival; if you are headed towards the right blast zone, hold left! If you're headed towards the top blast zone, hold down! This dramatically changes the way players survive in Smash 4. Prior to this game, one could not hold parallel directions to help influence their character's knockback.
Here's a video showing examples of how Vectoring works in Smash 4!
This significantly changes the metagame for Smash 4. One can escape down-throw followups at higher percentages by holding upwards. The way that Smash players understood DI appears to have changed in a major way for Smash 4. Strong Bad is a bit wary of this new mechanic. When asked his initial thoughts on Vectoring's impact on competitive play, he said;
Many of the combos that we've been seeing and were excited about are no longer true or even likely. It turns the game into a very neutral-heavy game, which isn't bad but isn't that fun/exciting. I understand that these are first impressions, and am willing to change my opinion based on new information that's yet to be attained, after metagame development.Even though this is well-researched and seems legitimate, it's worth noting that this is still a theory until it's been proven wholly. How do you feel about this new mechanic? Does this impact how you feel about the future of competitive Smash 4? Thanks to Strong Bad for giving me his thoughts on Vectoring, follow Strong Bad on Twitter @Strong_Badam!
KhanYe left his 3DS in the US when he moved to Ireland for school. He's sad. Follow him on Twitter @rbdayman for a good time.
Wow... and I thought I was good at DI, haha. So, in Melee, when hit up, I should DI left or right, and when hit left or right, I should DI up. (survival DI)It never has in any smash game before Smash4. before you could effect your trajectory by angling it in an adjacent direction during hitlag (Example: A move hits you where go Up. The second that it hits, can change the angle it will send you slightly more left or right) Its a very imporant mid/high level mechanic to know, but there are many nuances to using it well.